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Rare/rare/ui/components/tabs/settings/legendary.py

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# -*- coding: utf-8 -*-
# Form implementation generated from reading ui file 'rare/ui/components/tabs/settings/legendary.ui'
#
# Created by: PyQt5 UI code generator 5.15.10
#
# WARNING: Any manual changes made to this file will be lost when pyuic5 is
# run again. Do not edit this file unless you know what you are doing.
from PyQt5 import QtCore, QtGui, QtWidgets
class Ui_LegendarySettings(object):
def setupUi(self, LegendarySettings):
LegendarySettings.setObjectName("LegendarySettings")
LegendarySettings.resize(608, 420)
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LegendarySettings.setWindowTitle("LegendarySettings")
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self.legendary_layout = QtWidgets.QHBoxLayout(LegendarySettings)
self.legendary_layout.setObjectName("legendary_layout")
self.left_layout = QtWidgets.QVBoxLayout()
self.left_layout.setObjectName("left_layout")
self.install_dir_group = QtWidgets.QGroupBox(LegendarySettings)
self.install_dir_group.setAlignment(QtCore.Qt.AlignLeading|QtCore.Qt.AlignLeft|QtCore.Qt.AlignTop)
self.install_dir_group.setObjectName("install_dir_group")
self.install_dir_layout = QtWidgets.QVBoxLayout(self.install_dir_group)
self.install_dir_layout.setObjectName("install_dir_layout")
self.left_layout.addWidget(self.install_dir_group, 0, QtCore.Qt.AlignTop)
self.download_group = QtWidgets.QGroupBox(LegendarySettings)
self.download_group.setAlignment(QtCore.Qt.AlignLeading|QtCore.Qt.AlignLeft|QtCore.Qt.AlignTop)
self.download_group.setObjectName("download_group")
self.download_layout = QtWidgets.QFormLayout(self.download_group)
self.download_layout.setLabelAlignment(QtCore.Qt.AlignRight|QtCore.Qt.AlignTrailing|QtCore.Qt.AlignVCenter)
self.download_layout.setObjectName("download_layout")
self.max_workers_label = QtWidgets.QLabel(self.download_group)
sizePolicy = QtWidgets.QSizePolicy(QtWidgets.QSizePolicy.Maximum, QtWidgets.QSizePolicy.Preferred)
sizePolicy.setHorizontalStretch(0)
sizePolicy.setVerticalStretch(0)
sizePolicy.setHeightForWidth(self.max_workers_label.sizePolicy().hasHeightForWidth())
self.max_workers_label.setSizePolicy(sizePolicy)
self.max_workers_label.setObjectName("max_workers_label")
self.download_layout.setWidget(0, QtWidgets.QFormLayout.LabelRole, self.max_workers_label)
self.max_workers_layout = QtWidgets.QHBoxLayout()
self.max_workers_layout.setObjectName("max_workers_layout")
self.max_worker_spin = QtWidgets.QSpinBox(self.download_group)
sizePolicy = QtWidgets.QSizePolicy(QtWidgets.QSizePolicy.Maximum, QtWidgets.QSizePolicy.Fixed)
sizePolicy.setHorizontalStretch(0)
sizePolicy.setVerticalStretch(0)
sizePolicy.setHeightForWidth(self.max_worker_spin.sizePolicy().hasHeightForWidth())
self.max_worker_spin.setSizePolicy(sizePolicy)
self.max_worker_spin.setMinimum(0)
self.max_worker_spin.setMaximum(16)
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self.max_worker_spin.setProperty("value", 0)
self.max_worker_spin.setObjectName("max_worker_spin")
self.max_workers_layout.addWidget(self.max_worker_spin)
self.max_workers_info_label = QtWidgets.QLabel(self.download_group)
font = QtGui.QFont()
font.setItalic(True)
self.max_workers_info_label.setFont(font)
self.max_workers_info_label.setObjectName("max_workers_info_label")
self.max_workers_layout.addWidget(self.max_workers_info_label)
self.download_layout.setLayout(0, QtWidgets.QFormLayout.FieldRole, self.max_workers_layout)
self.max_memory_label = QtWidgets.QLabel(self.download_group)
self.max_memory_label.setObjectName("max_memory_label")
self.download_layout.setWidget(1, QtWidgets.QFormLayout.LabelRole, self.max_memory_label)
self.max_memory_layout = QtWidgets.QHBoxLayout()
self.max_memory_layout.setObjectName("max_memory_layout")
self.max_memory_spin = QtWidgets.QSpinBox(self.download_group)
sizePolicy = QtWidgets.QSizePolicy(QtWidgets.QSizePolicy.Maximum, QtWidgets.QSizePolicy.Fixed)
sizePolicy.setHorizontalStretch(0)
sizePolicy.setVerticalStretch(0)
sizePolicy.setHeightForWidth(self.max_memory_spin.sizePolicy().hasHeightForWidth())
self.max_memory_spin.setSizePolicy(sizePolicy)
self.max_memory_spin.setMinimum(0)
self.max_memory_spin.setMaximum(10240)
self.max_memory_spin.setSingleStep(128)
self.max_memory_spin.setProperty("value", 1024)
self.max_memory_spin.setObjectName("max_memory_spin")
self.max_memory_layout.addWidget(self.max_memory_spin)
self.max_memory_info_label = QtWidgets.QLabel(self.download_group)
font = QtGui.QFont()
font.setItalic(True)
self.max_memory_info_label.setFont(font)
self.max_memory_info_label.setObjectName("max_memory_info_label")
self.max_memory_layout.addWidget(self.max_memory_info_label)
self.download_layout.setLayout(1, QtWidgets.QFormLayout.FieldRole, self.max_memory_layout)
self.preferred_cdn_label = QtWidgets.QLabel(self.download_group)
self.preferred_cdn_label.setObjectName("preferred_cdn_label")
self.download_layout.setWidget(2, QtWidgets.QFormLayout.LabelRole, self.preferred_cdn_label)
self.preferred_cdn_line = QtWidgets.QLineEdit(self.download_group)
self.preferred_cdn_line.setObjectName("preferred_cdn_line")
self.download_layout.setWidget(2, QtWidgets.QFormLayout.FieldRole, self.preferred_cdn_line)
self.disable_https_label = QtWidgets.QLabel(self.download_group)
self.disable_https_label.setObjectName("disable_https_label")
self.download_layout.setWidget(3, QtWidgets.QFormLayout.LabelRole, self.disable_https_label)
self.disable_https_check = QtWidgets.QCheckBox(self.download_group)
self.disable_https_check.setText("")
self.disable_https_check.setObjectName("disable_https_check")
self.download_layout.setWidget(3, QtWidgets.QFormLayout.FieldRole, self.disable_https_check)
self.left_layout.addWidget(self.download_group, 0, QtCore.Qt.AlignTop)
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spacerItem = QtWidgets.QSpacerItem(20, 40, QtWidgets.QSizePolicy.Minimum, QtWidgets.QSizePolicy.Expanding)
self.left_layout.addItem(spacerItem)
self.legendary_layout.addLayout(self.left_layout)
self.right_layout = QtWidgets.QVBoxLayout()
self.right_layout.setObjectName("right_layout")
self.locale_group = QtWidgets.QGroupBox(LegendarySettings)
sizePolicy = QtWidgets.QSizePolicy(QtWidgets.QSizePolicy.Preferred, QtWidgets.QSizePolicy.Preferred)
sizePolicy.setHorizontalStretch(0)
sizePolicy.setVerticalStretch(0)
sizePolicy.setHeightForWidth(self.locale_group.sizePolicy().hasHeightForWidth())
self.locale_group.setSizePolicy(sizePolicy)
self.locale_group.setAlignment(QtCore.Qt.AlignLeading|QtCore.Qt.AlignLeft|QtCore.Qt.AlignTop)
self.locale_group.setObjectName("locale_group")
self.locale_layout = QtWidgets.QVBoxLayout(self.locale_group)
self.locale_layout.setObjectName("locale_layout")
self.right_layout.addWidget(self.locale_group, 0, QtCore.Qt.AlignTop)
self.cleanup_group = QtWidgets.QGroupBox(LegendarySettings)
self.cleanup_group.setAlignment(QtCore.Qt.AlignLeading|QtCore.Qt.AlignLeft|QtCore.Qt.AlignTop)
self.cleanup_group.setObjectName("cleanup_group")
self.cleanup_layout = QtWidgets.QVBoxLayout(self.cleanup_group)
self.cleanup_layout.setObjectName("cleanup_layout")
self.clean_keep_manifests_button = QtWidgets.QPushButton(self.cleanup_group)
self.clean_keep_manifests_button.setObjectName("clean_keep_manifests_button")
self.cleanup_layout.addWidget(self.clean_keep_manifests_button)
self.clean_button = QtWidgets.QPushButton(self.cleanup_group)
self.clean_button.setObjectName("clean_button")
self.cleanup_layout.addWidget(self.clean_button)
FetchWorker: Fix issue with missing MacOS assets on MacOS Using `LegendaryCore.get_game_and_dlc_list` with platform `Windows` updated the assets only for the `Windows` builds of the games missing `Win32` and `MacOS` assets on clean installs. This caused Rare to not include MacOS install options on MacOS (duh!). This might also have been the cause that users were unable to launch games, since they where only offered the `Windows` build of the games (big duh!). To fix this, fetch the assets for `Win32` and `MacOS` games before getting the final list of games and dlcs based on the `Windows` platform. In this regard, also re-use the existing options for getting metadata to give the option to the user to include them when updating assets. Also add an option to include Unreal engine assets which until now were fetched unconditionally. * Include Unreal: When the user option is `true` or debugging. Defaults to `false` * Update Win32: When the user option is `true` or debugging. Defaults to `false` * Update MacOS: Force on MacOS, when the option is `true` or debugging on other platforms. Defaults to `true` on MacOS and is disabled, `false` on others Furthermore, respect legendary's `default_platform` config option and set it in the config on new configurations. The new method in our LegendaryCore monkey allows us to use that option in RareGame when doing version checks on not installed games, and not defaulting to `Windows`. Finally, set `install_platform_fallback` to false in a new config to avoid unwanted side-effects.
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self.right_layout.addWidget(self.cleanup_group)
self.metadata_group = QtWidgets.QGroupBox(LegendarySettings)
self.metadata_group.setObjectName("metadata_group")
self.metadata_layout = QtWidgets.QVBoxLayout(self.metadata_group)
self.metadata_layout.setObjectName("metadata_layout")
FetchWorker: Fix issue with missing MacOS assets on MacOS Using `LegendaryCore.get_game_and_dlc_list` with platform `Windows` updated the assets only for the `Windows` builds of the games missing `Win32` and `MacOS` assets on clean installs. This caused Rare to not include MacOS install options on MacOS (duh!). This might also have been the cause that users were unable to launch games, since they where only offered the `Windows` build of the games (big duh!). To fix this, fetch the assets for `Win32` and `MacOS` games before getting the final list of games and dlcs based on the `Windows` platform. In this regard, also re-use the existing options for getting metadata to give the option to the user to include them when updating assets. Also add an option to include Unreal engine assets which until now were fetched unconditionally. * Include Unreal: When the user option is `true` or debugging. Defaults to `false` * Update Win32: When the user option is `true` or debugging. Defaults to `false` * Update MacOS: Force on MacOS, when the option is `true` or debugging on other platforms. Defaults to `true` on MacOS and is disabled, `false` on others Furthermore, respect legendary's `default_platform` config option and set it in the config on new configurations. The new method in our LegendaryCore monkey allows us to use that option in RareGame when doing version checks on not installed games, and not defaulting to `Windows`. Finally, set `install_platform_fallback` to false in a new config to avoid unwanted side-effects.
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self.fetch_win32_check = QtWidgets.QCheckBox(self.metadata_group)
self.fetch_win32_check.setObjectName("fetch_win32_check")
self.metadata_layout.addWidget(self.fetch_win32_check)
FetchWorker: Fix issue with missing MacOS assets on MacOS Using `LegendaryCore.get_game_and_dlc_list` with platform `Windows` updated the assets only for the `Windows` builds of the games missing `Win32` and `MacOS` assets on clean installs. This caused Rare to not include MacOS install options on MacOS (duh!). This might also have been the cause that users were unable to launch games, since they where only offered the `Windows` build of the games (big duh!). To fix this, fetch the assets for `Win32` and `MacOS` games before getting the final list of games and dlcs based on the `Windows` platform. In this regard, also re-use the existing options for getting metadata to give the option to the user to include them when updating assets. Also add an option to include Unreal engine assets which until now were fetched unconditionally. * Include Unreal: When the user option is `true` or debugging. Defaults to `false` * Update Win32: When the user option is `true` or debugging. Defaults to `false` * Update MacOS: Force on MacOS, when the option is `true` or debugging on other platforms. Defaults to `true` on MacOS and is disabled, `false` on others Furthermore, respect legendary's `default_platform` config option and set it in the config on new configurations. The new method in our LegendaryCore monkey allows us to use that option in RareGame when doing version checks on not installed games, and not defaulting to `Windows`. Finally, set `install_platform_fallback` to false in a new config to avoid unwanted side-effects.
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self.fetch_macos_check = QtWidgets.QCheckBox(self.metadata_group)
self.fetch_macos_check.setObjectName("fetch_macos_check")
self.metadata_layout.addWidget(self.fetch_macos_check)
FetchWorker: Fix issue with missing MacOS assets on MacOS Using `LegendaryCore.get_game_and_dlc_list` with platform `Windows` updated the assets only for the `Windows` builds of the games missing `Win32` and `MacOS` assets on clean installs. This caused Rare to not include MacOS install options on MacOS (duh!). This might also have been the cause that users were unable to launch games, since they where only offered the `Windows` build of the games (big duh!). To fix this, fetch the assets for `Win32` and `MacOS` games before getting the final list of games and dlcs based on the `Windows` platform. In this regard, also re-use the existing options for getting metadata to give the option to the user to include them when updating assets. Also add an option to include Unreal engine assets which until now were fetched unconditionally. * Include Unreal: When the user option is `true` or debugging. Defaults to `false` * Update Win32: When the user option is `true` or debugging. Defaults to `false` * Update MacOS: Force on MacOS, when the option is `true` or debugging on other platforms. Defaults to `true` on MacOS and is disabled, `false` on others Furthermore, respect legendary's `default_platform` config option and set it in the config on new configurations. The new method in our LegendaryCore monkey allows us to use that option in RareGame when doing version checks on not installed games, and not defaulting to `Windows`. Finally, set `install_platform_fallback` to false in a new config to avoid unwanted side-effects.
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self.fetch_unreal_check = QtWidgets.QCheckBox(self.metadata_group)
self.fetch_unreal_check.setObjectName("fetch_unreal_check")
self.metadata_layout.addWidget(self.fetch_unreal_check)
self.exclude_non_asset_check = QtWidgets.QCheckBox(self.metadata_group)
self.exclude_non_asset_check.setObjectName("exclude_non_asset_check")
self.metadata_layout.addWidget(self.exclude_non_asset_check)
self.exclude_entitlements_check = QtWidgets.QCheckBox(self.metadata_group)
self.exclude_entitlements_check.setObjectName("exclude_entitlements_check")
self.metadata_layout.addWidget(self.exclude_entitlements_check)
FetchWorker: Fix issue with missing MacOS assets on MacOS Using `LegendaryCore.get_game_and_dlc_list` with platform `Windows` updated the assets only for the `Windows` builds of the games missing `Win32` and `MacOS` assets on clean installs. This caused Rare to not include MacOS install options on MacOS (duh!). This might also have been the cause that users were unable to launch games, since they where only offered the `Windows` build of the games (big duh!). To fix this, fetch the assets for `Win32` and `MacOS` games before getting the final list of games and dlcs based on the `Windows` platform. In this regard, also re-use the existing options for getting metadata to give the option to the user to include them when updating assets. Also add an option to include Unreal engine assets which until now were fetched unconditionally. * Include Unreal: When the user option is `true` or debugging. Defaults to `false` * Update Win32: When the user option is `true` or debugging. Defaults to `false` * Update MacOS: Force on MacOS, when the option is `true` or debugging on other platforms. Defaults to `true` on MacOS and is disabled, `false` on others Furthermore, respect legendary's `default_platform` config option and set it in the config on new configurations. The new method in our LegendaryCore monkey allows us to use that option in RareGame when doing version checks on not installed games, and not defaulting to `Windows`. Finally, set `install_platform_fallback` to false in a new config to avoid unwanted side-effects.
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self.metadata_info = QtWidgets.QLabel(self.metadata_group)
font = QtGui.QFont()
font.setItalic(True)
self.metadata_info.setFont(font)
self.metadata_info.setObjectName("metadata_info")
self.metadata_layout.addWidget(self.metadata_info)
FetchWorker: Fix issue with missing MacOS assets on MacOS Using `LegendaryCore.get_game_and_dlc_list` with platform `Windows` updated the assets only for the `Windows` builds of the games missing `Win32` and `MacOS` assets on clean installs. This caused Rare to not include MacOS install options on MacOS (duh!). This might also have been the cause that users were unable to launch games, since they where only offered the `Windows` build of the games (big duh!). To fix this, fetch the assets for `Win32` and `MacOS` games before getting the final list of games and dlcs based on the `Windows` platform. In this regard, also re-use the existing options for getting metadata to give the option to the user to include them when updating assets. Also add an option to include Unreal engine assets which until now were fetched unconditionally. * Include Unreal: When the user option is `true` or debugging. Defaults to `false` * Update Win32: When the user option is `true` or debugging. Defaults to `false` * Update MacOS: Force on MacOS, when the option is `true` or debugging on other platforms. Defaults to `true` on MacOS and is disabled, `false` on others Furthermore, respect legendary's `default_platform` config option and set it in the config on new configurations. The new method in our LegendaryCore monkey allows us to use that option in RareGame when doing version checks on not installed games, and not defaulting to `Windows`. Finally, set `install_platform_fallback` to false in a new config to avoid unwanted side-effects.
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self.refresh_metadata_button = QtWidgets.QPushButton(self.metadata_group)
self.refresh_metadata_button.setObjectName("refresh_metadata_button")
self.metadata_layout.addWidget(self.refresh_metadata_button)
FetchWorker: Fix issue with missing MacOS assets on MacOS Using `LegendaryCore.get_game_and_dlc_list` with platform `Windows` updated the assets only for the `Windows` builds of the games missing `Win32` and `MacOS` assets on clean installs. This caused Rare to not include MacOS install options on MacOS (duh!). This might also have been the cause that users were unable to launch games, since they where only offered the `Windows` build of the games (big duh!). To fix this, fetch the assets for `Win32` and `MacOS` games before getting the final list of games and dlcs based on the `Windows` platform. In this regard, also re-use the existing options for getting metadata to give the option to the user to include them when updating assets. Also add an option to include Unreal engine assets which until now were fetched unconditionally. * Include Unreal: When the user option is `true` or debugging. Defaults to `false` * Update Win32: When the user option is `true` or debugging. Defaults to `false` * Update MacOS: Force on MacOS, when the option is `true` or debugging on other platforms. Defaults to `true` on MacOS and is disabled, `false` on others Furthermore, respect legendary's `default_platform` config option and set it in the config on new configurations. The new method in our LegendaryCore monkey allows us to use that option in RareGame when doing version checks on not installed games, and not defaulting to `Windows`. Finally, set `install_platform_fallback` to false in a new config to avoid unwanted side-effects.
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self.right_layout.addWidget(self.metadata_group)
spacerItem1 = QtWidgets.QSpacerItem(20, 40, QtWidgets.QSizePolicy.Minimum, QtWidgets.QSizePolicy.Expanding)
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self.right_layout.addItem(spacerItem1)
self.legendary_layout.addLayout(self.right_layout)
self.retranslateUi(LegendarySettings)
def retranslateUi(self, LegendarySettings):
_translate = QtCore.QCoreApplication.translate
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self.install_dir_group.setTitle(_translate("LegendarySettings", "Default installation folder"))
self.download_group.setTitle(_translate("LegendarySettings", "Download settings"))
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self.max_workers_label.setText(_translate("LegendarySettings", "Max workers"))
self.max_workers_info_label.setText(_translate("LegendarySettings", "Less is slower (0: Default)"))
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self.max_memory_label.setText(_translate("LegendarySettings", "Max shared memory"))
self.max_memory_spin.setSuffix(_translate("LegendarySettings", "MiB"))
self.max_memory_info_label.setText(_translate("LegendarySettings", "Less is slower (0: Default)"))
self.preferred_cdn_label.setText(_translate("LegendarySettings", "Preferred CDN"))
self.preferred_cdn_line.setPlaceholderText(_translate("LegendarySettings", "Default"))
self.disable_https_label.setText(_translate("LegendarySettings", "Disable HTTPS"))
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self.locale_group.setTitle(_translate("LegendarySettings", "Locale"))
self.cleanup_group.setTitle(_translate("LegendarySettings", "Cleanup"))
self.clean_keep_manifests_button.setText(_translate("LegendarySettings", "Clean, but keep manifests"))
self.clean_button.setText(_translate("LegendarySettings", "Remove everything"))
FetchWorker: Fix issue with missing MacOS assets on MacOS Using `LegendaryCore.get_game_and_dlc_list` with platform `Windows` updated the assets only for the `Windows` builds of the games missing `Win32` and `MacOS` assets on clean installs. This caused Rare to not include MacOS install options on MacOS (duh!). This might also have been the cause that users were unable to launch games, since they where only offered the `Windows` build of the games (big duh!). To fix this, fetch the assets for `Win32` and `MacOS` games before getting the final list of games and dlcs based on the `Windows` platform. In this regard, also re-use the existing options for getting metadata to give the option to the user to include them when updating assets. Also add an option to include Unreal engine assets which until now were fetched unconditionally. * Include Unreal: When the user option is `true` or debugging. Defaults to `false` * Update Win32: When the user option is `true` or debugging. Defaults to `false` * Update MacOS: Force on MacOS, when the option is `true` or debugging on other platforms. Defaults to `true` on MacOS and is disabled, `false` on others Furthermore, respect legendary's `default_platform` config option and set it in the config on new configurations. The new method in our LegendaryCore monkey allows us to use that option in RareGame when doing version checks on not installed games, and not defaulting to `Windows`. Finally, set `install_platform_fallback` to false in a new config to avoid unwanted side-effects.
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self.metadata_group.setTitle(_translate("LegendarySettings", "Platforms"))
self.fetch_win32_check.setText(_translate("LegendarySettings", "Include Win32 games"))
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self.fetch_macos_check.setText(_translate("LegendarySettings", "Include macOS games"))
FetchWorker: Fix issue with missing MacOS assets on MacOS Using `LegendaryCore.get_game_and_dlc_list` with platform `Windows` updated the assets only for the `Windows` builds of the games missing `Win32` and `MacOS` assets on clean installs. This caused Rare to not include MacOS install options on MacOS (duh!). This might also have been the cause that users were unable to launch games, since they where only offered the `Windows` build of the games (big duh!). To fix this, fetch the assets for `Win32` and `MacOS` games before getting the final list of games and dlcs based on the `Windows` platform. In this regard, also re-use the existing options for getting metadata to give the option to the user to include them when updating assets. Also add an option to include Unreal engine assets which until now were fetched unconditionally. * Include Unreal: When the user option is `true` or debugging. Defaults to `false` * Update Win32: When the user option is `true` or debugging. Defaults to `false` * Update MacOS: Force on MacOS, when the option is `true` or debugging on other platforms. Defaults to `true` on MacOS and is disabled, `false` on others Furthermore, respect legendary's `default_platform` config option and set it in the config on new configurations. The new method in our LegendaryCore monkey allows us to use that option in RareGame when doing version checks on not installed games, and not defaulting to `Windows`. Finally, set `install_platform_fallback` to false in a new config to avoid unwanted side-effects.
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self.fetch_unreal_check.setText(_translate("LegendarySettings", "Include Unreal engine"))
self.exclude_non_asset_check.setToolTip(_translate("LegendarySettings", "Do not load metadata for non-asset games (i.e. Origin games) on start-up.\n"
"\n"
"Disabling this greatly improves start-up time, but some games might not be visible in your library."))
self.exclude_non_asset_check.setText(_translate("LegendarySettings", "Exclude non-asset games"))
self.exclude_entitlements_check.setToolTip(_translate("LegendarySettings", "Do not load entitlement data (i.e game\'s date of purchase) on start-up.\n"
"\n"
"Disabling this greatly improves start-up time, but some library filters may not work."))
self.exclude_entitlements_check.setText(_translate("LegendarySettings", "Exclude entitlements"))
FetchWorker: Fix issue with missing MacOS assets on MacOS Using `LegendaryCore.get_game_and_dlc_list` with platform `Windows` updated the assets only for the `Windows` builds of the games missing `Win32` and `MacOS` assets on clean installs. This caused Rare to not include MacOS install options on MacOS (duh!). This might also have been the cause that users were unable to launch games, since they where only offered the `Windows` build of the games (big duh!). To fix this, fetch the assets for `Win32` and `MacOS` games before getting the final list of games and dlcs based on the `Windows` platform. In this regard, also re-use the existing options for getting metadata to give the option to the user to include them when updating assets. Also add an option to include Unreal engine assets which until now were fetched unconditionally. * Include Unreal: When the user option is `true` or debugging. Defaults to `false` * Update Win32: When the user option is `true` or debugging. Defaults to `false` * Update MacOS: Force on MacOS, when the option is `true` or debugging on other platforms. Defaults to `true` on MacOS and is disabled, `false` on others Furthermore, respect legendary's `default_platform` config option and set it in the config on new configurations. The new method in our LegendaryCore monkey allows us to use that option in RareGame when doing version checks on not installed games, and not defaulting to `Windows`. Finally, set `install_platform_fallback` to false in a new config to avoid unwanted side-effects.
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self.metadata_info.setText(_translate("LegendarySettings", "Restart Rare to apply"))
self.refresh_metadata_button.setText(_translate("LegendarySettings", "Refresh metadata"))
if __name__ == "__main__":
import sys
app = QtWidgets.QApplication(sys.argv)
LegendarySettings = QtWidgets.QWidget()
ui = Ui_LegendarySettings()
ui.setupUi(LegendarySettings)
LegendarySettings.show()
sys.exit(app.exec_())